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#41
d20 Rules / Detect Taint (Magic Spell)
Last post by Bynw - 22 May 2019, 10:35:23
The Detect Taint spell replaces the Detect Evil spell or spell like ability with the following modifications:

When detecting taint of a creature use the following guidelines.

FAINT- The creature's Taint Score is less than 1/2 it's Wisdom Score.

MODERATE- The creature's Taint Score is equal to 1/2 it's Wisdom Score but less than it's total Wisdom Score.

STRONG- The creature's Taint Score is equal to it's Wisdom Score.

OVERWHELMING- The creature's Taint Score is greater than it's Wisdom Score.


When detecting Taint of an area, use the "Cleric of an evil deity" entry.
#42
Skills / Psionic Skills List
Last post by Bynw - 22 May 2019, 10:34:24
Skills marked with an * can be used untrained without ranks.  All other skills must have ranks in order to be used.  Additionally, just because the skill is listed on the list does not mean it is avialable to all characters.


Adaptation (Wis) 
Description:  You can adapt your body to survive in hostile environments. 
Cost:  1 per check 
 
Affect Minds (Suggestion) (Cha) 
Description:  You can implant suggestions into the minds of others. 
Cost:  4 
 
Astral Projection (Int) 
Correspondence Feat Required. 
Description:  You can psychically transport from one dimension to another. 
Cost:  10 
 
Combat Sense (Wis) 
Description:  You can improve your ability in combat by sensing the flow of events around you.
Cost:  2 + bonus 
 
Cryokinesis (Int) 
Description:  You can freeze things with the power of your mind. 
Cost:  3 
 
Domination (Cha) 
Description:  You can mentally control another creature's actions. 
Cost:  6 
 
Drain Ability [ability name] (Wis) 
Description:  You can reduce one of a target's ability scores.  This is a psionic attack. 
Cost:  2-8 
 
Drain Emotion (Cha) 
Description:  You can drain intense emotion, calming those around you. 
Cost:  2 
 
Drain Power (Wis) 
Description:  You can reduce a target's psionic skll ranks.  This is a psionic attack. 
Cost:  2-8 
 
Drain Vitality (Wis) 
Description:  You can drain the energy of others to enhance your own. 
Cost:  2 
 
Dreamwalk (Wis) 
Description:  You can enter another creature's dreams. 
Cost:  2 
 
Electrokinesis (Int) 
Description:  You can control the flow of electromagnetic energy. 
Cost:  varies 
 
Empathy (Wis)* 
Description:  You can sense the emotional states of other creatures. 
Cost:  1 
 
Empathic Projection (Cha) 
Description:  You can impose emotional states on others. 
Cost:  3 
 
Enhance Ability (Wis) 
Description:  You can improve your Strength or Dexterity for a short time. 
Cost:  3 
 
Enhance Senses (Wis) 
Description:  You can enhance your normal sensory abilities. 
Cost:  3 
 
Healing (Psychic Healing) (Wis) 
Medicus Feat Required. 
Description:  You can psychically heal others and yourself. 
Cost:  at least 1 
 
Illusion (Cha) 
Description:  You can fool the the senses of others, creating illusions. 
Cost:  DC divided by 5 
 
Life Drain (Wis) 
Description:  You can drain the lifeforce of others to strengthen your own. 
Cost:  6 
 
Life Extension (Wis) 
Description:  You can extend your natural lifespan and ignore the physical effects of aging. 
Cost:  4 
 
Mental Contact (Int)* 
Description:  You can make telepathic contact with another mind. 
Cost:  2 plus familiarity 
 
Mental Shields (Wis) 
Description:  You can shield your mind from psychic influences. 
Cost:  0 
 
Mental Surgery (Wis) 
Description:  You can remove other psychic influences or alter memories or behavior. 
Cost:  2 or more 
 
Mind Over Body (Body Control) (Wis)* 
Description:  You have mental control over your body. 
Cost:  DC divided by 5 
 
Mind Reading (Cha) 
Description:  You can read information from another creature's mind. 
Cost:  4 
 
Mindswitch (Cha) 
Description:  You can exchange minds with another creature. 
Cost:  12 
 
Move Object (Telekinesis) (Int)
Description:  You can move objects with the power of your mind. 
Cost:  0 plus mass 
 
Phase (None) 
Description:  You can shift your body out of phase with the material plane. 
Cost:  5 
 
Photokinesis (Int) 
Description:  You can mentally control light. 
Cost:  DC divided by 5 
 
Psychic Blast (Cha) 
Description:  You can psychically assault another creature's mind.  This is a psionic attack. 
Cost:  4 
 
Psychic Sense (Wis)* 
Description:  You can sense the use and effects of psychic abilities. 
Cost:  0 or 1   

Psychic Static (Cha) 
Description:  You can create interference with other psychic abilities. 
Cost:  4 
 
Psychic Weapon (Wis) 
Psychic Weapon Feat Required.
Description:  You can create a weapon of psychic energy.   
Cost:  6 
 
Psychometry (Wis) 
Description:  You can "read" psychic impressions from places and objects, getting images of their pasts. 
Cost: 6 or 1 
 
Pyrokinesis (Int) 
Description:  You can mentally start and control fires. 
Cost:  3 
 
Second Sight (Remote Viewing + Pregonition) (Wis)*
Description:  You can receive visions of the past/future and see and/or hear distant places. 
Cost:  varies 
 
Sense Minds (Wis) 
Description:  You can determine the presence and location of other minds. 
Cost:  1 
 
Shape Change (Wis) 
Description:  You can alter your form to appear as another.
Cost:  DC divided by 5 
 
Sleep (Cha) 
Description:  You can psychically put other creatures to sleep. 
Cost:  4 
 
Telekinetic Blast (Int) 
Description:  You can attack with a blast of telekinetic force. 
Cost:  4 

Telekinetic Kill (Telekinetic Grip) (Int) 
Description:  You can damage other creatures internally with a crushing telekinetic grip. 
Cost:  4 
 
Telekinetic Shield (Int) 
Description:  You can create a psychic barrier that protects you from attacks. 
Cost:  2 
 
Telemechanics (Int) 
Description:  You can make mental contact with computers and machines. 
Cost:  1 
 
Transfer Essence (Cha) 
Description:  You can transfer your mind into another body, overwriting the original mind. 
Cost:   
#43
Feats / Psionic Feats List
Last post by Bynw - 22 May 2019, 10:33:43
GENERAL FEATS:
Combat Concentration [General]
Description: You can use your psionic skills in combat.

Mental Fortitude [General]
Description:  You are particularly resistant to psionic attack.
Prereq:  Wis 13+

Psionic Ability [General]
Description:  You have the potential to acquire psionic feats and skills.

Skill Aptitude [General]
Description:  You're talented in a particular skill.
Prereq:   13+ in skill ability

Wild Talent [General]
Description: You have the potential to learn and use a single psionic skill.


PSIONIC TALENT FEATS:
Medicus [Psionic Talent]
Description: You have the potential to learn the Healing skill and associated feats
Prereq:  Psionic Ability

Psychic Weapon [Psionic Talent]
Requires the permission of the GM
Description: You have the potential to learn the Psychic Weapon skill.
Prereq:  Psionic Ability

Correspondence [Psionic Talent]
Requires the permission of the GM
Description: You have the potential to learn skills and feats dealing with movement without moving, called teleportation by the mundane.
Prereq:  Psionic Ability


PSIONIC FEATS:
AimTrue [Psionic]
Description:  You can telekinetically guide arrows to their target.
Prereq:  Psionic Ability, 5 Ranks in Move Object
Cost:  Strain 1

Beast Language [Psionic]
Description:  You can speak with creatures in a language they understand.
Prereq:  Psionic Ability, Cha 11+,  4 Ranks in Handle Animal
Cost:  Strain 2

Boot-Strap [Psionic]
Description:  You can teleport a ship across the horizon.
Prereq:  Psionic Ability, Correspondence
Cost: 

Craft Psychic Construct [Psionic]
Description: You can create and empower psychic constructs.
Prereq:  Psionic Ability

Cure Blindness/Deafness [Psionic]
Description: You can use the psionic healing skill to cure blindness or deafness.
Prereq:  Psionic Ability, Medicus Feat, 5 Ranks in Healing
Cost:  Strain 5

Cure Disease [Psionic]
Description: You can use the psionic healing skill to cure diseases.
Prereq:  Psionic Ability, Medicus Feat, 5 Ranks in Healing
Cost:  Strain 5

Cure Poison [Psionic]
Description: You can use the psionic healing skill to eliminate poisons.
Prereq:  Psionic Ability, Medicus Feat, 5 Ranks in Healing
Cost:  Strain 5

Energy Shield [Psionic]
Description: You can shield yourself from harmful energy.
Prereq:  Psionic Ability, 7 Ranks in Telekinetic Shield

Endowment [Psionic]
Description:  You can imbune another creature with psionic potential and skills.
Prereq:  Psionic Ability, IWCh 18+, 15th Psionic Level
Cost:  Strain plus Valor

Erase Signature [Psionic]
Description:  You can eliminate evidence of psionic signatures (your own or anothers').
Prereq:  Psionic Ability, Wis 13+, 1 Rank in Psychic Sense
Cost:  Strain 1

Fatigue Banishing [Psionic]
Description:  You can remove the effects of being fatigued from yourself or another.
Prereq:  Psionic Ability
Cost:  Strain 5

Flight [Psionic]
Description:  Telekinetic flight is easier for you.
Prereq:  Psionic Ability, 1 Rank in Move Object

Greater Psionic Focus [Psionic]
Description: Your psionic skills within a particular talent are more potent than normal.
Prereq:  Psionic Ability, Psionic Focus Feat

Handfire [Psionic]
Description:  You can great a ball of light or adorn yourself with a halo.
Prereq:  Psionic Ability
Cost:  Strain 1

Mental Recovery [Psionic]
Description: You recover more quickly from the strain of using psionic abilities.
Prereq:  Psionic Ability, Wis 13+

Mind Over Matter [Psionic]
Description:  Your mental strength allows you to heal faster.
Prereq:  Psionic Ability, Medicus Feat, Wis 13+

Mind Switch [Psionic]
Description: You have the potential to learn the mindswitch skill
Prereq:  Psionic Ability

Mind Trap [Psionic]
Description: You can psychically act against anyone who tries to overcome your mental defenses.
Prereq:  Psionic Ability, 7 Ranks in Mental Shields

Multitasking [Psionic]
Description:  You can maintain multipule psionic skills with less difficulty.
Prereq:  Psionic Ability, Wis 13+

Psychic Channeling [Psionic]
Description: You can channel spell energy to fuel your psionic abilities.
Prereq:  Psionic Ability, Ability to cast arcane or divine spells.

Psychic Companion [Psionic]
Description:  You have a psychic companion creature.
Prereq:  Psionic Ability, Animal companion or familier

Psychic Focus [Psionic]
Description: Your psionic skills within a particular talent are more potent than normal.
Prereq:  Psionic Ability

Psychic Invisibility [Psionic]
Description: You can block your presense from the minds of others.
Prereq:  Psionic Ability, 6 Ranks in Mental Contact
Cost:  Strain 3
Note:  This does not prevent detection by psionic or magical means.

Psychic Link [Psionic]
Description: You have a mental connection with someone.
Prereq:  Psionic Ability

Psychic Reflection [Psionic]
Description: You can reflect psychic effects back to their originator.
Prereq:  Psionic Ability, 8 Ranks in Mental Shields
Cost:  Strain 4

Severance [Psionic]
Description: You can remove another creature's psychic talents.
Prereq:  Psionic Ability, Medicus Feat, 10 Ranks in Mental Surgery
Cost:  Strain 15 plus Valor for permanent

Psychic Leap [Psionic]
Description:  You can leap greater distances than normally possible with less effort.
Cost:  1

Psychic Speed [Psionic]
Description:  You can move extremely fast for a short period of time.
Cost:  5

Psychic Stamina [Psionic]
Description: Your mental strength reinforces your physical endurance.
Prereq:  Psionic Ability, Wis 13+

Sensitive [Psionic]
Description:  You're particularly sensitive to the emotions and attitudes of other creatures.
Prereq:  Psionic Ability, Wis 13+

Shield Penatration [Psionic]
Description: You're adept at overcoming the resistance of Mental Shields.
Prereq:  Psionic Ability

Truth Reading [Psionic]
Description: You can sense when someone is lying to you.
Prereq:  Psionic Ability

Wards [Psionic]
Description:  You can create an impenetrable shield of protection.
Prereq:  Psionic Ability, Mental Contact 1 Rank, Mental Shields 5 Ranks
Cost:  10+


METAPSIONIC FEATS:
Requires the permission of the GM
Direct Talent [Metapsionic]
Description: Choose a psionic skill you already have that required mental contact.  You can now use this skill without the need for mental contact.
Prereq:  Psionic Ability
Cost:  Strain x2

Empower Talent [Metapsionic]
Description: You can strengthen the effects of your psionic skills.
Prereq:  Psionic Ability, Wis 13+
Cost:  Strain x2

Extended Talent [Metapsionic]
Description: You're more adept at affecting multipule targets with your psionic skills.
Prereq:  Psionic Ability, Wis 13+

Maximize Talent [Metapsionic]
Description: You can maximize the effects of your psionic skills.
Prereq:  Psionic Ability, Wis 13+
Cost:  Strain 2x or 1

Quicken Talent [Metapsionic]
Description: You can use psychic skills more quickly than normal.
Prereq:  Psionic Ability, Wis 15+
Cost:  Strain 2x or 1

Reduced Strain [Metapsionic]
Description: One of your psionic skills causes less strain on you.
Prereq:  Psionic Ability, 5 Ranks in Psionic Skill choosen

Subtle Talent [Metapsionic]
Description: You can use your psychic skills with less change of notice.
Prereq:  Psionic Ability, Wis 13+
Cost:  Strain 2x or 1

Widen Talent [Metapsionic]
Description: You can affect a radius with a single use of a psychic skill.
Prereq:  Psionic Ability, Wis 13+
Cost:  Strain 2x or 1


ITEM CREATION FEATS:
Attune an Item [Item Creation]
Description:  You can attune an object with limted psychic energy.
Prereq:  Psionic Ability, 1st Level Psionic
Cost:   Strain 5

Imbue Item [Item Creation]
Description:  You can imbue objects with psychic energy.
Prereq:  Psionic Ability, 3rd Level Psionic
Cost:  Strain based on skills plus Valor
#44
d20 Rules / Psionic Rules Note
Last post by Bynw - 22 May 2019, 10:32:47
Teara Adan uses a modified version of the rules found in Green Ronin's Psychic Handbook. 
This book was so close to our own homebrew rules we took the easier route of using it as a base and modifing the rules as needed.

CHANGES:
1.  Core Class name is changed from "Psychic" to "Mentalist".
2.  Name change throughout the work generally follows this rule.  If it is called "psychic" then it has been renamed to "psionic" or the psychic part has simply been dropped.  There are exceptions.
3.  No changes to the Prestige Classes.  However only the Psionic Adept and the Healer are the most known.
4.  Most of the "Psychic Talent" Feats have been eliminated as a prerequisite for skills.  The exceptions are noted on the Feats and Skills list in this thread.
5.  The following skills increase the damage they cause every 3 ranks instead of every 5 ranks. Drain Vitality, Telekinetic Blast, Telekinetic Grip.

*There are many rules for psionics on this site that were developed independently from those found in the Complete Psychic's Handbook.  Any duplication is coincidental and not meant to infringe on any copyrights held by other parties.
#45
d20 Rules / Psychic Constructs (Creation D...
Last post by Bynw - 22 May 2019, 10:31:15
Psychic constructs are artificial creatures made of psychic energy.  They are invisible, intangible collections of preprogrammed psychic abilities capable of carrying out certain independent tasks.  A psychic construct has certain abilities and costs the creator XP or Valor based on the qualities it is given.  All psychic constructs have the incorporeal sub-type.

Hit Dice:  d8.  A psychic construct can have hit dice up to its creator's total hit dice

Speed: Psychic constructs can fly at a speed of 30 feet with perfect maneuverability.

AC: Psychic constructs have a base AC of 10, with a deflection bonus equal to their CHA bonus.

Attacks: Psychic constructs cannot make physical attacks.  They have an attack bonus equal to their creator's for cases where an atack roll is called for.

Damage:  Psychic constructs cannot do physical damage except through the use of psionic skills.

Special Attacks: A psychic construct has no innate special atacks, but it can possess psionic skills that grant it special attacks.

Special Qualities:  A psychic construct has the following special qualities:  construct traits (see MM) and invisibility (see 'special abilities' in DMG)

Saves:  The same as their creator's base saving throws, modified by the construct's own ability modifiers.  Psychic constructs are immune to effects that call for a Fort Save.

Abilities: Psychic constructs have no STR, CON, or INT scores.  Their DEX, WIS and CHA start out at 10 and can be increased by their creator.  The creator can also give the cosntruct INT by buying it up from 0.  The construct's ability scores cannot exceed those of its creator.

Skills:  Psychic constructs start out with no skills, but can be given skills by their creator.  The creator can only give skills that he possesses, and only up to his own rank in the skill.  This includes any psionic skills the creator possesses.

Feats:  Psychic constructs start out with no feats, but the creator can give a construct feats.  Psychic constructs do not require psionic talent feats to have psionic skills, but they can have other feats.  The creator can only give a construct feats that he possesses.

Psionic Skill Use:  Psychic constructs can use any psionic skills they possess.  They have a pool of strain points equal to their hit points, which they recover at a rate equal to the constructs HD per hour of inactivity.  Once a psychic construct has exhaused its pool of strain points, it cannot use psionic skills until they recover.

Challenge Rating: Equal to the construct's HD.

PSYCHIC CONSTRUCT XP COSTS

Hit Dice (d8) - 100 XP per HD
Ability Score Increase - Increase squared x 20
Skill (including psionic skills) - Skill rank squared
Feat - 100 XP per feat

Modifiers:
Permanent lifespan - Base cost x 2
One year lifespan - Base cost x 1
One month lifespan - Base cost x 1/2
One week lifespan - Base cost x 1/4
One day lifespan - Base cost x 1/10
One hour lifespan - Base cost x 1/25

- The XP cost above does not take into account the modified XP rules from the Unearthed Arcana and will need to be modified for the actual total result. For every 100 XP it takes 1 day to create the construct.

Valor cost of the constructs will very from 1 to 3 Valor points.
#46
Feats / Feat: Wild Talent (revised)
Last post by Bynw - 22 May 2019, 10:29:39
Wild Talent [General] 
Description: You have the potential to learn and use a single psionic skill. You may ignore any prerequisites when choosing this skill. The choosen skill is considered a class skill when calculating skill point cost regardless of class and race.
#47
Feats / Beast Languages [Psionic Feat]
Last post by Bynw - 22 May 2019, 10:29:06
 Beast Language [Psionic]
Description:  You can speak with creatures in a language they understand.
Prereq:  Psionic Ability, Cha 11+,  4 Ranks in Handle Animal
Cost:  Strain 2

This psionic feat allows the psionic character to communicate telepathically with any form of animal.  The mental contact skill is not required but very helpful.

The number of ranks in Mental Contact determines which type of creature may be communicated with, see the chart below.

1 or no ranks - mammals
3 ranks - marsupials, et. al.
5 ranks - avians
6 ranks - reptiles
7 ranks - amphibians
8 ranks - fish and similar creatures
10 ranks - arachnides and myriapodae
12 ranks - "monsters"
14 ranks - plants
#48
Feats / Wards [Psionic Feat]
Last post by Bynw - 22 May 2019, 10:27:36
Wards [Psionic Feat]

You are able to create an impenetrable shield of protection.

PreReqs:  Mental Shields - 5 Ranks and Mental Contact - 1 Rank

Of the various kinds of psionic warding and shielding, this is the most powerful. It affects an area around the user or a room, and once invoked the user need no longer concentrate upon it. Normally, that area is defined by the psionic's presence (a 20' diameter "sphere" centered on the user) or the shape of the room, but if the user is employing a Wards Major Matrix, the placement of those objects defines the extent of the ward's protection.

Up to 4 psionic characters or creatures may participate in setting wards. They can all contribute to the 10 points of strain necessary to invoke one, in which case the ward extends for a 10' radius around the user contributing the most points. Or, if each user contributes a full 10 points and each is within 10' of at least one other user, they may overlap their wards and thus extend the area of protection to 2, 3, or 4 time the radius of a single usage, centered on whichever user is desired.

Once the ward has been invoked, the area of protection thus formed may be opened only from the inside (costing 2 points to open, 2 points to close again) unless enough power is concentrated upon it (from inside or outside) to break it. The user(s) who put up the ward can cancel the effect whenever desired, at no point cost. A ward invoked without prior preperation can be broken by the application of three times the psionic strenght points used to invoke it. If the area to be warded has been previously prepared by the user, then breaking it requires five times the strength points used to creat it. Preparation of the area costs 5 points, which must be expended by each user, and this preperation lasts 24 hours before it must be renewed. A ward formed with the aid of a Wards Major Matrix cannot be broken by anything short of a "Wish" spell.


The wards feat is equivalent in effect to a "Protection from Evil" spell, a magic circle, or similar such things for keeping out undesirables. No living thing can pass the circle except at the desire of the invoker(and after he spends 2 points to open the circle). In addition, sound does not penetrate the circle, nor can anyone eavesdrop on those within it, or spy on them with "Clairvoyance, Clairaudience", the scrying of a crystal ball, or by other magical or psionic means. (Those inside can see out, but the converse is not true.) The outer surface of the ward dome appears as a pale, shimmering light, rising up to 10' high per each user setting the wards. The color of the light can be keyed to one of the invokers, or can be an almost invisible white.
#49
Feats / Increase Potency [Meta-Psionic...
Last post by Bynw - 22 May 2019, 10:25:10
Increase Potency [MetaPsionic Feat]

Your psionics skills are harder to resist than others.

Benefit:  The DC for the save of your psionic skills is increased at the cost of additional strain.

By spending 3 additional points of strain the psionic increases the save DC of a given skill by 1.

This feat may be used with any psionic skill known by the character.

submitted by Nym
#50
Feats / Improved Psionic Ability [Psio...
Last post by Bynw - 22 May 2019, 10:24:37
Improved Psionic Ability [Psionic Feat]

You are a more powerful psionic than most.

Prereq:  Psionic Ability, IWCh 18+, Character Level 5+

Benefit:  You gain a +2 circumstance bonus to all psionic skills. 

Special:  Regardless of class all Psionic Skills are class skills.  This feat may be used in place of any Psionic Talent Feat.  Any Psionic Skill may be used untrained.

Normal:  Only Menatlists, Anadari Knights and Deryni have Psionic Skills as class skills.  And in order to have a skill that requires a specific Psionic Talent Feat, you must have that feat as well.